Mapping the Town - What should a Fantasy Town look like?

Well I'm not sure if someone has already mentioned it and thus you have already dealt with this issue but I do not find both of those to be towns. Clearly Orkast is a town, the Triboar settlement appears to be a village or hamlet IMO.

A village or hamlet would likely have a low-wall if any, a town I'd expect would have more of a defence such as higher walls, a militia, a watch-tower or more perhaps etc.
 
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Mithals are rare cause rituals to create them use life force of the casters that perform ritual enchantments, to the extent that casters die creating it. It's peak elven magic in FR setting. Not many high level casters are prepared to sacrifice their lives to create that kind of protection over city. On top of that, you need to maintain it. Which also, uses casters life energy as a battery to fuel magic. That's why there isn't that many of them in FR setting. Plus, when destroyed, bad things happen.

In most settings, magic doesn't function like technology.
 


Seen through this lens, cartography can also affect how one perceives villages, town, cities etc. Also some great, inspirational examples on how might design their map for a homebrew etc:

 

It really depends on how common these monsters are, or rather how commonly they attack. If all your towns are "Hommlet"-esque, with no defenses, that suggests that monster attacks are rare. At least as rare as raider attacks on villages were in real life.

Maybe it's not uncommon to see dragons flying overhead or bands of orcs wandering around, but they almost never actually attack settlements. In that case, there's little imperative to build walls. If monster attacks, not sightings, are common, then yeah, defenses should also be a lot more common.

However, there's also a cost-benefit analysis. If villagers have the ability to make stone walls, but the main risk is a dragon attack, then those walls are going to do bupkis. There's no point in building them. Likewise if the raiders are known to have wizards who can blast walls apart, then spending the time, energy, and money to build those walls doesn't make much sense.

I did about two seconds of research on how medieval towns dealt with Viking attacks, and the main immediate ways seemed to be beacon fires to summon help, building watchtowers for early notice, and earthwork fortifications to keep them out. Depending on how common magic is, spells can replace beacon fires (in D&D, animal messenger and sending). They can also replace walls--maybe none of the current spells, but I can imagine something akin to a very large forcefield that's not impervious, but requires a save or ability check to pass through and thus keeping the bulk of the raiders out, but with a minimum cost of requiring the caster, or casters, to do nothing but maintain the spell. (Maybe instead of requiring multiple spellcasters, which a village may not have, you need one caster and a bunch of regular folk to help out in some way--then you're relying on the morale of those people to hold up, because if any of them flee, the forcefield falls.)

It's also possible that instead of building walls, people build hidden basements and hid in them--as long as they survive, they can deal with loss of belongings. Your map of Hommlet won't show them, of course, and if they're hidden well enough, then there's no reason why the PCs didn't discover them by accident. Watchtowers can still be used, but in a fantasy world, the villagers may have treaties with woodland dwellers who are willing to act as eyes and ears.
 

They can also replace walls--maybe none of the current spells, but I can imagine something akin to a very large forcefield that's not impervious, but requires a save or ability check to pass through and thus keeping the bulk of the raiders out

Plant Growth, is, oddly, one of the best defenses against terrestrial invaders. Quarter movement means defenders get so many more chances to use ranged weapons. Add caltrops to create blockages. Even when they get to the edge, you only have to fight one rank at a time.

, but with a minimum cost of requiring the caster, or casters, to do nothing but maintain the spell. (Maybe instead of requiring multiple spellcasters, which a village may not have, you need one caster and a bunch of regular folk to help out in some way--then you're relying on the morale of those people to hold up, because if any of them flee, the forcefield falls.)

Earthdawn has blood magic, where it is possible for a mundane to contribute to spells by taking damage.

It's also possible that instead of building walls, people build hidden basements and hid in them--as long as they survive, they can deal with loss of belongings. Your map of Hommlet won't show them, of course, and if they're hidden well enough, then there's no reason why the PCs didn't discover them by accident. Watchtowers can still be used, but in a fantasy world, the villagers may have treaties with woodland dwellers who are willing to act as eyes and ears.

This is something I wish happened more. But it requires peoppe not to exterminate "magical" things.
 

I stand by the fact that every location needs one unique thing.

Hommlet has one unique thing (a sinister shadow of the elemental factions)
Saltmarsh has one unique thing (a smuggling ring that leads to a Sausaghin threat)

In Hodgepocalypse, Bruce Alberta has one unique thing (land pirates vs Medusa-run cowboys with a complicated relationship and probably unresolved romantic tension between Captain Salty Frank and the Cattle Baroness).

Here are ten small towns that could serve as great foundations for your fantasy village, complete with unique features and characteristics:
  1. Cedarburg, Wisconsin - Known for its charming historic buildings, Cedarburg's quaint atmosphere and beautiful natural surroundings can inspire a rustic village with artisan shops.
  2. Galena, Illinois - With its well-preserved 19th-century architecture, Galena would provide an elegant setting for a village filled with traders and craftspeople.
  3. Saratoga Springs, New York - Famous for its mineral springs and vibrant downtown, this town can inspire a village centered around wellness and healing, possibly with magical springs.
  4. Williamsburg, Virginia - This historic town is a living museum of colonial history. A fantasy village could incorporate an old-world charm with craftspeople and public festivities.
  5. Beaufort, South Carolina - Known for its picturesque waterfront and historic homes, this town can help create a village that thrives on maritime culture and trade.
  6. New Hope, Pennsylvania - An artsy town with a strong sense of community, it could inspire a village of musicians, artists, and performers, adding a rich cultural layer to your fantasy world.
  7. Eureka Springs, Arkansas - Famous for its stunning Victorian architecture and natural springs, this town could serve as a base for a village known for its mystical medical traditions.
  8. Ashland, Oregon - Home to the Oregon Shakespeare Festival, this bustling town could inspire a vibrant village focused on theater, storytelling, and festival celebrations.
  9. Napa, California—This wine country town can influence a fantasy setting centered on agriculture and trade, possibly involving vineyards with magical properties.
  10. Port Townsend, Washington—A coastal town with Victorian buildings and a lively arts scene, Port Townsend could inspire a seaside village full of sailors, traders, and sea legends.
Saint Louis, Missouri - A former center of trade in a tri-river area, full of historic buildings and once large enough to be considered for as a new capitol, now decayed to the point of political corruption and overrun with criminal factions, including it's own guard.
 

Something that can be helpful is for settlements to different areas to be built with the local needs in mind. In Greyhawk, villages located in the surrounding plains near the city probably don't need much in the way of defenses. Villages located on the plains closer to the Gnarley Forest probably need to worry about the occasional incursion of orcs. Likewise those in the Shieldlands need to be constantly on alert for raiders coming in from their neighbors in the Bandit Kingdoms.
 

What a fantasy town should look like will also depend on which species is in the majority. A town populated mostly by Dragonborn is going to be different than a town populated by Dwarves or Elves. In the former, the Dragonborn would be using their breath weapons and resistances in very creative ways.
 

My first crack at a village map for publication looked like this:
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I'd do a small town at the same scale.
 

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